MazeQuest® 2 Cheats

MazeQuest® 2 Hack 1.7 + Redeem Codes

Retro Turn Based Strategy RPG

Developer: OMB Media
Category: Games
Price: $7.99 (Download for free)
Version: 1.7
ID: com.Orr.MQ2Beta2

Screenshots

Game screenshot MazeQuest® 2 mod apkGame screenshot MazeQuest® 2 apkGame screenshot MazeQuest® 2 hack

Description

The King has been kidnapped, and the land of Reynard is under siege! Gather a party, and travel your way through dangerous lands in a quest to re-seal an ancient evil! MazeQuest® 2 is a mashup tribute to the great console RPGs of the 90's, with infinite replay, fun storylines and sidequests, fantastic beasts, dragons, trolls, and more!

-Five save slots, plus autosave
-Choose from 21 different starting character classes
-Three difficulty settings, and the option for enemy respawning, to farm XP and items.
-50 learnable skills,
-17 recruitable characters
-Hundreds of special items
-Over 10 hours of story driven gameplay, with ultimate replay-ability!

Retro soundtrack by Christopher Getman

Version history

1.7
2021-08-12
-Fixed the Player speed adjustment slider in the options menu
-Minor bug fixes
1.65
2020-06-21
- The hand with the weapon used in counter attacks is now marked in the equipment screen ( usually the right hand if possible ). Also the same hand is used in cleave attacks.
Balance changes:
- Tweaked the formula for growth of power of magic skills. It no longer scales exponentially. It's now a linear growth.
- Greatly reduced the growth of magic cost for all spells.
- Decreased the effectiveness of alchemy from .75% per point to .50% per point. This is to balance the buffs to scrolls and potions
- Increased the power of potions and scrolls.
- Earthquake has been lowered in magic cost and the area of effect is now + 1/2 range and 1/2 area bonuses on equipment + an additional hex for every 100 points in the skill.
- Everyone has at least average growth in shapeshift. Mages and Berserkers have high growth.
- Golem stats have been lowered.
- Summoned golem + shapeshifted bear claws level is now determined by the level of the golem or bear. The golem or bear get increases to their claw at level 4 / 9 / 15 / 22 / 30 / 39 and so on.
- Raised the magic cost of the shapeshift spell.
- The health of the bear from shapeshift is no longer derived from the current magic level of the caster.
- The bear from shapeshift now shares magic with the caster, when using spells in bear form the magic is deducted from the original form. However the magic cost of spells in bear form is DOUBLED.
- The bear from shapeshift shares all skills that the caster has at full strength ( even if not listed ). Previously the bear shared all the skills at only half strength.
- The earth dragon you can hatch on Map 4 now has claws level 6 ( was 4 ).
- Barbarians and Berserkers can now learn the shapeshift skill at level 6.
- Barbarians and Berserkers now have more health and magic.
- Reduced the negative effect removal power of purify. It removes negative effects at half power.
- Changed a lot of skills around for classes. Healers are now good at Wizardry and learn shield and wall at level 4. Every spell skill is at average or better for each class. Many other adjustments.
Bug fixes:
- Defending in combat now works ( was broken ). Defending raises defense by 15% and the chance to counter by 50%.
- Fixed a bug with poison damage and shapeshift.
- Tightened up the AI some more. No longer moves without attacking if it can attack.
- Fixed a bug with place units at the beginning of battle. Sometimes the Unit graphic could get stuck.
- Fixed a display bug with the leech skill.
- Fixed incorrect info on the cleave and pierce descriptions.
- Clarified some skill descriptions.
1.53
2020-04-18
-Fixed the home button flicker
-Fixed Spell descriptions
1.5
2020-04-15
-Addition of autosave.
-Now choose your starting class from over 20 unique classes. Their description now includes more detail.
-Traps have been added. Traps do damage to the entire party if they are touched. The TRAPS skill can disarm traps of an equal level. They will show on the map if your TRAPS skill is at least 1/2 the level of the trap. Otherwise they are invisible. If the trap is set off it does damage to each member of the party who does not have reflexes skill of at least equal level to the trap. Finally resistance reduces trap damage but at 1/2 strength. The TRAPS skill is learnable by all classes with all Warrior-type classes being good at TRAPS. There is a guaranteed TRAPS book on Map 2 behind a locked door early in the level.
Balance changes:
- Bless and Curse still effect damage by full power but give only 1/2 power effect toward ( or against ) defense and resistance.
- Increased the magic cost of spells if you have +area of effect equipment. +33% per +1 area of effect.
- Halved the effectiveness of the power added from the skills invocation, sorcery and wizardry.
- Increased the magic cost of almost all spells.
- Ranged weapons do slightly less damage and lose more accuracy per hex.
- Many changes to unit types in terms of when they can learn skills and their skill growth.
- The health of most bosses has been boosted.
- Made claw weapons do a bit more damage.
- Raised the skill max value from 1000 to 3000.
- Reduce the strength of alchemy from 1% to 0.75% per point.
- strength opens locks if level is greater than twice the lock level.
- Increased the cost of Cleave and Pierce, and also increased the to-hit penalty from 20% to 30%. The damage bonus and bonus to critical hit are now 1/3 the damage bonus from strength or agility ( was 1/4 ). The to hit bonus has been reduced to 1/3 the bonus from Aim. Basically these skills cost more and are less accurate, but do more damage.
- The jewels now scale in usefulness. The later ones give higher stats.
- Searching for items after battle will yield a completely random item ( like a chest ), with a chance to give you skill books.
- The bonus to counter while defending was changed. Now the base chance to counter of your weapon is increased by 50% if you're defending. so for a sword with 20% chance to counter it's 30% chance to counter if you're defending.
- Items will now tend to stay longer in shops. Reduced the chance of losing items from 5% to 3%.
- The game will now spawn books of sorcery, invocation and wizardry. Also cleave and pierce will now show up as books.
Quality of life improvements:
- Right click now closes out of all menu's
- There is a new save slot titled Autosave. You can only load from this slot. In the settings menu you can turn on autosave AFTER successful battles ( will not save after boss battles or any battles with a scripting sequence ). Otherwise the game will only autosave when you enter a new map.
- Secret chests will now always give gold and will never be empty.
- You can now click on your current unit to defend in combat.
- You can choose to turn enemy respawning on at the start of the game. The default is off and it's more of how I intended the game to be played. However for those who want respawning enemies you can now turn it on at the screen where you select difficulty.
- Wisdom now gives +0.3% experience per point instead of +0.2% per point. Also everyone is good with wisdom.
- Everyone is good at wealth and can be learned earlier.
AND MORE, for full notes, visit our website!
1.30
2019-04-24
-Removed the frame for combat GUI
-Increased the options after battle from 2 to 4 and heal and rest + search for gold will always be available. The other 2 options are random.
-choosing heal and rest after the battle advances the game timer ( which advances again after each battle ). The game timer does things like refresh shop inventories and respawns enemies.
-the info screen for skills now lists far more detail, including the bonus from items + the magic cost for spells.
-tweaked some of the AI weights so the AI is a little more prone to using spells.
-Right click in battle mode on a unit should open up the stat screen ( only works when your unit is in move mode ).
-enemies you have killed have a chance to respawn if you are on another map.
1.28
2019-01-07
*Added a Samurai character to the tavern in Map 2.The samurai class starts with the cleave skill.
*Changed the level up mechanic for units. Each skill now gets a random bonus ( for instance 3 to 7 ) each level, and then you can choose to boost one skill by +5.
*Added an initiative bar under the experience bar in combat. Now you can get a rough idea of the turn order by looking at how full the bar is.
*Added the Haste spell. It both increases initiative ( turn frequency ) and also increases mobility.
*Added the Slow spell. It both decreases initiative ( turn frequency ) and also decreases mobility. Mobility cannot be reduced under 1 hex.
*Added the Cleave skill. This skill lets you attack all surrounding hexes with a melee weapon. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus.
*Added the Pierce skill. This skill lets you shoot all enemies in a straight line with a ranged weapon.. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus.
*Removed the status effects on Holy, Ice, Fire and Lightning, they now just do damage.
*Improved the click-on-map-square animation in map mode
*There is now a skill called "Gate" Which lets you warp to any town you've already been to. There are scrolls for this skill in the scroll shops and mages and healers can also learn this skill at higher levels.
*Game saves now have a version and won't load saves from a different version.
*Lich transformation has been changed. It gives +30 magic + 60 meteor + 30 to sorcery and changes the class to lich. If the unit does not have one of the skills and can't learn a new one then that bonus does not get added. All other skills are carried over to the lich version.
*Defending now adds +10% to the bonus chance to counter attack ( adds to final bonus after reflexes and morale ).
*Fixed a bug which was preventing counter attacks.
*Most damage / healing type spells now have a per hex falloff value in combat. This means there is a loss in power the farther away from the target hex. For some spells this is steeper than others. For earthquake it adds power grows the farther away from the center hex. The values are in the skill descriptions.
*Lightning now benefits from extra spell area, however the power falloff from the center hex is 50%.
*Fixed a bug where you could hit confirm while dragging a unit in the unit formation phase of combat, causing a graphical glitch.
*Fixed a bug with alchemy and using items on the map, also changed the alchemy formula, it increases the power of potions / scrolls by 1% per level
*Fixed a bug chest on Map 4
*A level up check now runs every frame so if you get enough experience to level up from a quest you don't have to wait till you fight a battle to get the level up.
*All battles now give you a small amount of gold based on the items the enemies were carrying. It is 1/4 the amount you can get by searching after the battle.
*Fixed a bug in map mode where the AI was pathfinding when moving to a new square, even if that square was one tile away. This should increase the framerate a bit.
*You now can't restore magic to a dead unit in the Church, must revive first.
*Added a period to the naming screen.
*Changed the AI so it's smarter in combat ( or so I hope ).
*Can't un-equip Capt. Winebaud's armor until he shows up in the tavern.
*Fixed a bug in the attack animation.
*Halved the chance of shop items disappearing over time.
*Totally redid the tile engine. Tiles are now made with meshes instead of objects, this increased the frame rate by around 30%
*Fixed a long running bug that was making a slight stutter at the end of the player advancing to the next tile. Player movement should now be silky
smooth on the map world.
*Added the option to enable or disable v-sync in the settings screen.
1.26
2018-10-31
-Added a new class - the druid. The is a spellcaster with the ability to shapeshift into a wolf. The hitpoints of the wolf depend on the current magic of the druid, and any damage recieved depletes the druids magic points
-Reduced the price of skill books
-Search for potion option after battle now gives higher level potions
-Increased the strength of all potions by 50%
-Fixed a minor bug with the tavern
-The druid shapeshift now gets lightning or earthquake at level 8
-Shapeshifted units can now cast spells and inherit the spells of the druid
-Druids shapeshift ability gets better claws earlier
-Druids shapeshift ability now carries over effects
-Added a bunch of custom rare items.
-Enemies can now spawn with rare items.
-Fixed some text errors
-Unique mercenary items no longer get stacked with regular items ( thus making them disappear ).
-When using items in combat only usable items show up in the list
-Can no longer open the unit screen for a party member that does not exist by pressing a number in the map screen.
-Unlocking doors gives the unlocker experience based on the lock level
-Fixed some AI pathfinding issues in combat.
-Lowered the range on drain and SYPHON
-Add higher sampled versions of the music, 128K now ( was 80K)
-Mobility books should now finally be usable in all situations, also they only add +0.5 mobility ( half a hex ).
The bonus to spell range is now +1 for every 100 points in the spell ( + skills from items do count )
-Double hits now decrease units life separately ( visual effect only in combat )
-Penalty to hit for distance of 10% reduction to base weapon chance to hit per hex. ( i.e. a spear with 75% chance to hit would be reduced to 67% chance to hit if attacking at range 2 )
-Chance to dodge, counter or critical are displayed after the event text in battle.
-In battle the chance to hit is displayed under the unit. In the case of dual wielding the chance is averaged.
-Redesigned GUI for shops, backpack and spells to be much more user friendly.
-Wandering NPCS will now get out of the players way quicker.
-When pathfinding to square on main map you can now cancel your move by clicking on another part of the screen.
Put version number on ios.
-Time stamp on saves now shows AM / PM.
-Added space to keyboard screen.
-Fixed saving settings on iphone.
-Dragon on map 2 now has more health.
-Increased cost of healing magic in churches. cost = (health + magic x 2) / 6 + effects ( x 3 if dead )
-Reduced the gold gained after battle.
-Fixed a display issue with the spell cost.
-The default values for sound and music have been adjusted.
-Added kill count on units.
-Fixed a bug where you have to hit escape twice to open the menu in map mode.
-Bolt spell fixed a little graphically.
-Difficulty is now displayed in options screen.
-The rest and heal option after battle heals all status conditions.
every party member with the wealth skill now adds to the total gold bonus, previously only the party member with the highest wealth skill was counted.
-Added scroll buttons to level up screen, now you can scroll down and see all the new skills available at every level up ( assuming you can learn a new skill )
-Can now unlearn a skill by clicking on that skill in the unit screen and hitting "Delete".
-Lightning damage increased slightly.
-Buffed bows + arrows + ninja stars.
-Fixed a bug where you could double load a save.
-Can now cancel out of the naming window
-Skills are harder to grind now, though they level quicker as you battle.
Resting after combat lowers skill train resistances ( skills can train again faster )
-If you give the ring to madrick or ivan then the other one of them disappear from the game. This is to fix an exploit of hiring ivan then using his ring to hire madrick
-Up / down arrows navigate between party members in the unit screen
-Searching for items after battle gives a 50% chance to loot enemy equipment and 50% chance to get a completely random item ( just like a chest ).
1.2
2018-10-06
-Your can now move through your own units in combat - so you wont get trapped by your own guys anymore!
-Camera movement in battle is smoother
-Added an option to stop the flipping of sprites - This is in the settings menu where you can change the sound volume etc. There is a button called "ANIM" and clicking on it will enable or disable the sprite flipping animation if you so desire.
-Music sample rate increased. The artist, Christopher Getman said we had down-sampled the music a bit too much in our effort to shrink the filesize, so I upped the sample rate a bit and the music should sound a bit better.
-Problem with using mobility books has been fixed. There was an issue where if you used a mobility skill book it would set your mobility to 1 instead of increasing it by 1. This has been fixed and you can now use these books when you find them for an increase of 1 mobility.
-NPC's have been slowed down. Someone complained NPC's in towns were getting in the way too much so their AI has now been slowed down a lot and they move less and they move slower.
-Changed reflexes to increase chance to dodge ranged attacks. Reflexes now increases your chance to dodge ranged attacks and no longer reduces your chance of taking a critical hit.
-Defense just adds damage reduction. Defense no longer also adds to your chance to dodge ranged attacks.
-Luck only gives you more chance of landing a critical hit and also reduces your chance of taking a critical hit. It no longer adds to spell resistance.
-Critical hits only remove the armor from equipment and the armor from defense stays. In addition critical hits do 150% damage.
1.1
2018-09-24
Gameplay enhancements and bug fixes
1.0
2018-09-22

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Ratings

4.7 out of 5
13 Ratings

Reviews

Gigantor2100,
great throwback RPG
amazing game with a lot of depth in available characters and play style. this allows multiple play throughs and new discoveries each time. the different difficulties allow for causal play throughs to experience the game on easier settings and a more challenging quest on harder settings. i highly recommend.
aj_law,
Great game
Worth the money, been playing it a lot.
Eating Player,
Spontaneously closes
3 attempts. Twice it spontaneously closed. On the other attempt, I stopped when I discovered that this lacks a quick save function. The IOS Final Fantasy I, III, IV, V, and VI do have quick save, and best of all, so does FF Dimensions. I'm starting my 3rd play through!